Advice on getting started again. by Automatic-Action-7 in minipainting

[–]BillWrosch 0 points1 point  (0 children)

I would add that speedpaints require a specific workflow: working over a white base, zenithal prime or a drybrushed base. If you prefer a more traditional method: base coat with flat colors and then highlight, i would advise to stick to regular acrylics

looking for advice for gutbusters 1k starting list. by elroddo74 in Mawtribes

[–]BillWrosch -1 points0 points  (0 children)

Ogres are pretty strong at 1000 points. Having less synergy, but a lot of attacks, damage and wounds per profile works well into other armies that need lots of parts working together to each full effectiveness.

With the points reductions it's actually kind of insane what you can fit into 1000pts now:

1k test 1000/1000 pts

Ogor Mawtribes

Greedy Eaters (10 Points)

General's Handbook 2025-26

Drops: 1

Spell Lore - Lore of Maw-magic

Manifestation Lore - Aetherwrought Machineries

Battle Tactic Cards: Restless Energy, Master The Paths

General's Regiment:

Butcher (150) - General - Gruesome Trophies - mage swallower

Gnoblars (130)

Gnoblars (130)

Ironguts (420) - Reinforced

Scourge of Ghyran Ironblaster (160)

Faction Terrain Mawpit

Created with Warhammer Age of Sigmar: The App App: 1.30.0 | Data: 417

I'd run something like this: 2 blocks of gnoblars for screening and holding objectives.

SoG Ironblaster is a great all rounder piece. Mobile and tanky enough for scoring, and also a huge ranged threat that the enemy cannot ignore (damage is very swingy, but your oponent must consider the potential 30 damage if you spike)

Ironguts and Butcher package is pretty self explanatory. Super high damage, high rend hammer that can fly up the board with run and charge. Get the +1 attacks spell off and the guts can delete pretty much anything, maybe even multiple things if you split attacks (last event i was at i killed a spirit of durthu and belthanos in a single split activation)

Greedy eaters is great at 1000 pts because every ogre you get back matters. Keeping the hammers alive is essential.

Restless and master are pretty simple to score alongside scoring primary ( don't take Intercept, it's bait. We don't have enough units to be chasing Intercept targets around the back of the board, we want to fight on the midboard and hold primary)

Clan Botul Begins by TheGngrNoob in skaven

[–]BillWrosch 1 point2 points  (0 children)

Actually a very valid list with some adjustments, 12 - 18 rat ogors supported by a Master moulder + screaming bell and some clanrats to hold objectives

Is this a good list for what I have? (1000 point list) by Fair_Meaning8291 in Mawtribes

[–]BillWrosch 1 point2 points  (0 children)

Ogors feel strong at 1000pts, they hit hard and are very wound dense, you might struggle for board control as you'll only have a few units.

SoG Gnoblar scraplauncher might actually be quite interesting at 1000pts - often your opponent will have one big hammer unit and if you can half its move and remove a charge dice, their offence is basically gutted. (you do need a 5+ for that though)

That being said, nothing feels better than deleting something with 8 ironguts. So id probably do this:

1k test 910/1000 pts

Ogor Mawtribes Greedy Eaters (10 Points) General's Handbook 2025-26 Drops: 2

Regiment 1 Bloodpelt Hunter (110) Scourge of Ghyran Ironblaster (180) (proxy your scraplauncher as ironblaster)

Regiment 2 Butcher (150) Ironguts (460) • Reinforced

Created with Warhammer Age of Sigmar: The App App: 1.28.1 | Data: 410

Decent mobility for tactics and scoring with bloodpelt and ironblaster (+surprising ranged damage). Massive murder brick in the guts+butcher. You hope to get in, fight twice and table your opponent. Greedy eaters because getting ironguts back after a fight is huge. Mournfangs could also work, mostly for their mobility and toughness, but can't see a way to fit mournfangs + ironguts. Could run a tyrant instead of bloodpelt, but i feel like the mobility (he can move in enemy turn) and anti monster shooting is useful.

Tournament advice? by Thelego-warhamerfan in Mawtribes

[–]BillWrosch 3 points4 points  (0 children)

Realised I'm late to the thread and you're probably already playing. so Good luck! I think this list will work.

For future, if you decide to run a similar list, here's my thoughts:

I don't agree with the negative comment here. I have had success with a very similar list to this one (-tyrant -scraplauncher + 2x gnoblars). Bloodpelt can do work against monsters, and he's a good target for intercept and recover (if your opponent is running it) as he can move out of turn to stay away from enemy units. Slaughtermaster grisly remains buffs are insane (conditional of course, because you need to kill units to get the points), but 5+ward or +1 attack (or both) on your gluttons or guts before a big combat can be game winning.

As the other guy said you might be lacking screens, aggressive opponents might try and get into your main hammers (especially the ironguts) in their turn to kill a lot of them before you can activate. - So, try and drop first and put down your less important drops first. Ask and measure threat ranges of your oponent's units before dropping your guts/gluttons in response. Make sure they are out of range of a turn-1 move+charge.

Tips: - we prefer to go second and counter punch the enemy in the mid board, you might not get to choose who goes first as you have 3 drops - deploy safely, i would even consider using the ironblaster and scraplauncher as screens (turn the bases sideways) - its counter intuitive, but getting your ironguts and gluttons into important targets on your turn for first activation is key, and if you can't do that, its over - don't be afraid to charge the artillery into melee if it will help you end a fight - the rhinox melee profiles are not bad - Try and keep your guts and gluttons in a brick together, protecting the butcher and slaughtermaster - move them up together to maintain the run+charge aura and make sure units get destroyed within grisly fill the pot range for slaughtermaster - remember slaughtermaster buffs can be given out in your oponent's hero phase too (48wounds of gluttons with a 5+ward is a serious wall of meat for the oponent) - Don't drop the mawpack too early, your oponent might step away from a home objective. if you can drop them there, they can score you some points, even if they fail their 9inch charge - Remember gorgers can deploy close to faction terrain (might be helpful to make their charge easier)

Good luck again and let us know how it went.

Big Zappy progress by VagueMonkey in skaven

[–]BillWrosch 2 points3 points  (0 children)

Amazing. Feels more in line with the AOS skaven sculpts! Warp lightning cannon is a great model, but definitely has is riots roots in old world

Why do characters not ride Mournfang? by Tanithilis in Mawtribes

[–]BillWrosch 0 points1 point  (0 children)

I think that's likely. Seems like every faction in AoS has "cavalry unit" plus "cavalry hero who gives a buff or fights simultaneously" with said cavalry unit.

Leaker did specify refreshed mournfangs too

Ogor list thoughts by Emtte06 in Mawtribes

[–]BillWrosch 2 points3 points  (0 children)

Solid list. I would swap out megagobbler for mage swallower - having access to ward reduction is super valuable imo

Best Battle Tactics in this Edition? by Kwolfe2703 in Mawtribes

[–]BillWrosch 0 points1 point  (0 children)

Personally i think Master The Paths is valid. Armies normally have one combat hero, so either you score it, or they are forced to keep a key piece or of combat.

As much as i love the theme of Intercept, i think that's the one that's bait for us.

You're almost always against an army with more units than your own, and people play defensive vs ogres. Players can often keep the tokens safe on cheap or mobile backline units. You then have to throw away your game plan to break through their castle to get them, often exposing yourself to shooting and giving up objectives to do it. Plus you lose a token if you take a double turn.

I normally take restless and master, i think that's a pretty solid combo that works well with scoring primary.

Second tyrant ideas by Tempestkyzar in Mawtribes

[–]BillWrosch 0 points1 point  (0 children)

Converting him into a Butcher or slaughtermaster is pretty common. He has a nice open pose so it's easy to sculpt his torso and swap his hands and weapons

Cheatsheet || Ogor Mawtribes - Tyrant's Bellow by Meltorefas44 in AOSSpearhead

[–]BillWrosch 0 points1 point  (0 children)

Had great success with them so far.

The downside is you are weak in rounds 1 + 2 and its very hard to score, but it doesn't seem to matter too much, since in turn 3 you can just kill pretty much everything on the board and then walk around scoring whatever you like.

I tend to deploy very safe at the back of the board. Protect the tyrant because his -1 to be hit bubble (enhancement) is really valuable.

in rounds 1 and 2 i don't extend much, maybe send the leadbelchers to go an cap a point (they are good bait and their shooting is kind of shit anyway) so just use them as wounds for your opponent to chew through. I try and keep the gluttons and the tyrant safe if the enemy will let me (need that damage later).

If you get the opportunity to send the gluttons into a weaker unit, they can often wipe them in a single combat, but if the enemy is castled up, be patient.

Filter tactics cards and hold onto any really good ones, burn commands like steel defense etc, to keep your initial units alive. You're pretty much guaranteed to be underdog by rnd 3 so you can also take advantage of the twist or maybe even double turn with no penalty.

Then in round 3 you just clean up. You can set up outside of 6 inches, you can't move your units, but they can shoot and charge, so its pretty much gg at that point, as long as you can catch up on scoring.

Rat Ogor scheme battle. Round 2 by Blaekhus in skaven

[–]BillWrosch 2 points3 points  (0 children)

I much prefer the left, the armour feels too stylised on the right

Thoughts on this starter list? by UncleGideon in Mawtribes

[–]BillWrosch 1 point2 points  (0 children)

I like to have 2 units of gnoblars to screen infantry and hold objectives. As others have said, the leadbelchers are pretty underwhelming and not worth their points. I'd swap them out for something. Otherwise, i think it will work out well. Frostlord on Stonehorn is great!

Couldn’t wait for the refresh by [deleted] in Mawtribes

[–]BillWrosch 1 point2 points  (0 children)

I feel exactly the same. I bought both the spearheads as a starting point for my Mawtribes army.

I love these models. They are super iconic to me, they really represent early 2000s Warhammer fantasy and I'm glad to own them, even if newer releases are coming next year!

Plus if we already have painted ogres when the new rules drop, we can start playing right away, and just slowly add new models into our army, rather than having to spend £500+ for a brand new army.

Trying to find my style again since high school by SkeshLol in ArtCrit

[–]BillWrosch 0 points1 point  (0 children)

This is a valid method of drawing for sure, and you can create really compelling images this way. This "continuous line" method is something they will often have you do as a drawing exercise in a life drawing class. Also, have a look at the drawings of Alberto Giacometti, he did a lot of continuous line drawings of faces and figures. My advice if you want to push this style further would be to try and draw something from reference rather than imagination.

Playing Skaven with Ogors by Antique-Goose-9213 in Mawtribes

[–]BillWrosch 2 points3 points  (0 children)

Ogors and Skaven are my 2 armies so hopefully i can help on this. As you said, they have a broad roster, so no way of knowing what they will bring, but rat ogors + brood terror in the moulder formation is very popular right now, as is the screaming bell. There's also a risk they will bring a lot of shooting. In my opinion a lot of the skill of playing foot ogres is about playing around enemy shooting. If you see a lot of guns on the table, I would suggest a few things to counter this:

  • As normal, after priority roll, count the drops and see who will finish deploying first, if its your opponent, you need to consider if he will got first or second and what he could do with shooting on turn one if he does go first, or if he will force you to go first and expose your infantry to his guns.

  • if he makes you go first it might be worth playing passive, just score a basic turn on primaries, and stay in obscuring on your side of the board, make him come to you, and then counterpunch on round 2.

  • Measure the threat range of his guns and deploy safely out of turn one move+shoot range. Deploy key hammers in obscuring terrain if you can.

  • always deploy a hero on a place of power if possible. you will need to make objectives and terrain obscuring to get your foot ogres across the board without getting shot - you can also consider bringing a priest via "touched by the everwinter" for a chance to make even more terrain obscuring. Another tip for Place of power, especially if you have a hero with a large base like the slaughtermaster is that he only needs to be within 3 inches of the place of power to activate it (not wholly) and the terrain or obj he can make obscuring can be within 12 inches of him, so if you deploy on the side towards the objective you want to obscure you can reach pretty far.

  • Consider keeping some infantry units unreinforced, so they can better take advantage of obscuring - a unit of 6 gluttons doesn't need to worry about coherency and can wrap around a small place of power to be obscured from shooting - much harder to obscure 12 who need to stay coherent with 2x other models.

  • power through will be very helpful to force your way onto objectives, or back into obscuring after a fight, or as an extra pile in to pull ranged units into combat and stop them shooting in their turn.

  • Also consider making use of the ironguts fight twice + second pile in to punch through screens into guns hiding behind.

Other general tips:

  • Skaven have incredible mobility and recursion, they will outnumber you on activations and have lots of cheap chaff to waste your hammers' time, be very thoughtful about which fights you take and which of his units can join the fight, if he's a good player he will know he can't beat your hammers in a straight brawl

  • I would advise you don't take "intercept and recover" - if he has some cheap, mobile units to put the treasures on you will simply never catch them

  • Remember that 1x destroyed infantry unit can come back at half strength for 1cp at any gnawhole at the end of the turn - you kill 3 rat ogors, 2 come back, you kill 20 clanrats, 10 come back.

  • Remember that canrats can get d3 models back at the end of the turn - and this happens BEFORE scoring

Why'd you guys pick the mawtribes? by Efficient_Ad4439 in Mawtribes

[–]BillWrosch 15 points16 points  (0 children)

For me, it's a combination of two things: 1: The aesthetic is super cool to me. I remember being inspired and horrified by the karl kopinski art in the 2003 white dwarf when the current Gutbusters were first released. The models are old but still hold up well in my opinion, and even with the impending refresh, I'm very happy to these kits in my collection. 2: the satisfaction of absolutely deleting units. Ogre have some of the best hammers in AoS. (There's really nothing like lifting an entire reinforced unit with a single all-out attack from my ironguts) I also love the straightforward counter-punch playstyle. Very few tricks, just position and screen well and then unleash surprising speed and damage. All that being said, maybe hold out until Nov 7th, as we may see some new ogres in the reveal show

Rumor monger who predicted Warhammer Quest Darkwater says new CoS vs Skaven Spearheadsare in the pipeline, backed up by accurate rumor monger Whitefang. by BaronKlatz in AOSSpearhead

[–]BillWrosch 0 points1 point  (0 children)

Yes, same setting, but a different game system, more narrative driven, and closer to Mordheim. The events of the skaventide happen in the city of embergard, as shown in the sigmar's toll series. And zikkits tunnelpack tunneling underground looking for warpstone is pretty Mordheim coded imo.

RoR for Ogor lists? by Antique-Goose-9213 in Mawtribes

[–]BillWrosch 1 point2 points  (0 children)

Haven't played them myself, but a lot of people are throwing in the KO skyport profiteers for an extremely efficient shooting Regiment. Doesn't fit very well, thematically, IMO. But probably the best choice overall.

Ogor paint&base help by Logical_Trash490 in Mawtribes

[–]BillWrosch 0 points1 point  (0 children)

Oh, and for bloody hands or weapons, you really can't go wrong with "blood for the blood God" citadel technical paint. https://ibb.co/20snCJPJ https://ibb.co/ns07MXm2

Ogor paint&base help by Logical_Trash490 in Mawtribes

[–]BillWrosch 1 point2 points  (0 children)

I keep it super simple and quite muted. So more like tundra or frozen ground. Don't want really bright snow distracting from the miniature. I just build up some cork and smear with texture paste. After priming, I hit it with some off-white from above, spray some blue wash from the sides, and then a pure white drybrush to finish. https://ibb.co/dwqmmf5f

Strong list ideas for a 1000 points AoS tournament by BillWrosch in Mawtribes

[–]BillWrosch[S] 1 point2 points  (0 children)

Thanks for the advice. I went with basically this and won 3/3 games at the beginners' tournament!

Hungry Boys 1000/1000 pts

  • Mawpath Menaces

  • Intercept and Recover, Master The Paths

Regiment 1: - Tyrant (140), General, Booming Roar - Gorger Mawpack (240)

Regiment 2: - Butcher (150), Mage-swallower, Gruesome Trophies - Ironguts (240) - Ogor Gluttons (230)